Difference between revisions of "Start Bonuses (LWR)"
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| style="color: #555;" | '''''Daredevils''''' || Start with 2 additional interceptors. Pilots gain +50 crit. Combat Patrols are 4x as effective and cause half as much damage to the aircraft. | | style="color: #555;" | '''''Daredevils''''' || Start with 2 additional interceptors. Pilots gain +50 crit. Combat Patrols are 4x as effective and cause half as much damage to the aircraft. | ||
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− | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | | + | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1500 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +13 will. |
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| style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. | | style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. | ||
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− | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | | + | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1600 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and injury times are reduced by 20%. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit] |
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| style="color: #555;" | '''''Ready For War''''' || Start with 200 alloys, 100 elerium, 100 weapon fragments (modified by campaign length), and 2 fusion cores. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%). | | style="color: #555;" | '''''Ready For War''''' || Start with 200 alloys, 100 elerium, 100 weapon fragments (modified by campaign length), and 2 fusion cores. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%). |
Revision as of 00:12, 9 October 2023
In General
At the beginning of a campaign, you must select a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of starting bonuses to choose from.
Table of Start Bonuses